This report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, and Rest of World. Annual estimates and forecasts are provided for the period 2015 through 2024. The report analyzes the worldwide markets for Virtual Reality (VR) in US$ Thousand.
The global market is analyzed by the following End-Use Sectors:
Consumer Electronics
Industrial
Aerospace
Others
The report profiles 126 companies including many key and niche players such as:
VR Hardware Manufacturers
Barco N.V (Belgium)
EON Reality Inc. (USA)
Google Inc. (USA)
HTC Corporation (Taiwan)
Immersive Robotics (Australia)
Intel Corporation (USA)
Kopin Corporation, Inc. (USA)
Leap Motion, Inc. (USA)
Lenovo (China)
MindMaze Holding SA (Switzerland)
Oculus VR, LLC (USA)
Pimax Technology (Shanghai) Co., LTD
Qualcomm Technologies, Inc. (USA)
Samsung Electronics Co., Ltd., (South Korea)
Sensics, Inc. (USA)
Sixense Enterprises Inc. (USA)
Sony Interactive Entertainment (USA)
StarVR Corporation (Taiwan)
Varjo Technologies (Finland)
Virtalis Limited (UK)
VirtaMed AG (Switzerland)
VRgineers, Inc (Czech Republic)
WorldViz (USA)
VR Software Developers (Includes Software Tools for VR Content, VR Video Capture, and VR App Developers)
2. INDUSTRY OVERVIEW Age of Digital Immersion: The Foundation for the Growing Business Interest in Virtual Reality The First Wave of VR Unleashes the Power of VR as a Training, Simulation & Gaming Tool The Second Wave of VR Will Unleash VR as a Communication System/Interface From a Fictional Concept to a Multi-Billion Dollar Opportunity, the VR Market is Ripe for the Picking Investments Scenario: Venture Capitalists Get Ready to Surf the Giant VR Wave A Peek Into Active AR & VR Investors & the Companies Funded by Them Crowdfunding, Emerges as the New Way Forward Participants across the Value Chain Bet Big on Virtual Reality VR Value Chain Participants The Rise & Fall of Mobile VR: The Insider Story of Why Consumer VR is Falling The Rise of VR Arcades: The Last Ditch Attempt to Revive the Consumer Gaming Market Non-Consumer Applications: The Future of VR Value of VR in Advertising Rises InSync With the Importance of Immersive & Interactive Visualization in Digital Marketing Enterprise Sector to Mobilize a Sizable Chunk of Growth in the VR Market Industrial/Manufacturing Sector Hide a Goldmine of Opportunities for VR Backed by the Promise of Adding Value in Care, VR in Healthcare Poised for Rapid Growth in a Rapidly Transforming Value Based Healthcare System VR Ready for Fishing Opportunities in the US$1.5 Trillion Aerospace Industry VR's Room-Scale Immersive Experience to Revolutionize Real Estate and Architecture Educational VR Experiences to Complement Traditional Teaching Methods VR Technology Promotes Immersive and Cost-effective Simulation Based Training Future of VR Lies in the Hardware Design: A Review A Peek Into the Latest Headset Innovations in the Market HTC Vive Pros Features Improved Visual Fidelity and Room Scale Experience to Attract Enterprise Users Upgrades Propel Affordable Oculus Rift and Sony PSVR to Compete With HTC Vive in Immersive Gameplay Standalone VR Headsets Promote Untethered VR Experience: Oculus Go Stands Out Among Pricier Competitors Pimax 8K VR Premium Headset Provides Widest FOV to Increase Immersive Effect Increased Focus on Innovations in Mobile VR Headsets in a Bid to Battle the Threat of Standalone VR Headsets Innovations in VR Accessories to Enhance Immersive Experience VR Content/Apps Rise in Significance On Par With Hardware to Influence the Commercial Success of VR Technology List of Leading VR Apps Classified by End Use Application Convergence of VR & AR Into Mixed Reality to be the Bold New Future Issues & Challenges Yet to be Resolved Technology Issues - A Major Concern Low Resolution of HMDs Performance Issues from Display Latency of VR Devices Massive Size of HMDs Non-Compatibility with Other Devices Need for Systems with High End Configuration & its Cost Implications Maintaining Consistent Video Quality - A Major Technology Challenge Data Storage - A Critical But Often Ignored VR Function Despite Emergence of New Relatively Inexpensive Model - Cost Continues to Remain a Major Issue Lack of Awareness & Penetration in Addressable Markets Market Outlook
3. PRODUCT OVERVIEW Virtual Reality - Introduction Types of Virtual Reality Fully Immersive Non-Immersive Collaborative Web-Based Virtual Reality Solutions Head-Mounted Display (HMD) Immersive Rooms Sensory Gloves Wands Applications of virtual reality Games and Entertainment Medicine Industrial Design and Architecture Education Scientific Visualization Tracing the Evolutionary Path of Virtual Reality Research Work on VR Concepts Traces Back to 1950s 1980s & the 90s - Early Commercialization Efforts Into the 21st Century - Product Developments for Achieving Commercial Viability Development of Prototype Oculus Rift HMD in 2012 - A Major Breakthrough in VR More Device Prototypes Come Up in 2014 Companies Keep Up the Tempo with New Product Developments in 2015 Samsung Gear VR Makes Commercial Entry - The First Modern Day Commercial VR Device in the Market
4. COMPETITIVE LANDSCAPE
4.1 Focus on Select Players
4.2 Product Launches Cybershoes Introduces VR Accessory Cybershoes Qualcomm Releases New VR Development Kit Kopin Unveils AR, VR and Mobile Entertainment Headsets HTC Unveils Vive Pro VR Headset Raymond Launches VR Simulator VirtaMed Launches ArthroS Ankle Simulator Sensics Launches New VR Headset Kopin and Goertek Unveils New Reference Design - Elf VR Qualcomm Introduces New VRDK for Qualcomm Snapdragon 835 Mobile Platform Kopin Introduces Vista VR Series of Micro Displays for VR Market Applications Sony and Oculus Set to Introduce VR Device Platforms
4.3 Recent Industry Activity Biome Grow to Acquire Weed VR McLaren Partners with HTC for VR Technology Usage ValueSetters Acquires SpaceoutVR Rogue Initiative Enters into Partnership with Emblematic Group Snap Acquires PlayCanvas Walmart Acquires Spatialand ART Partners with Sensics for Content and Development Tools Apple Acquires Vrvana AECOM Signs a MOU with HTC to Develop VR Technology Intel and Turner Sports Enter into a Multiyear Partnership to Deliver Live Content Microsoft Acquires AltspaceVR UTC to Acquire Rockwell Collins ALPINA Acquires Virtalis MelodyVR Partners with Microsoft for MelodyVR's app Samsung Enters into Partnership with MLB for VR Solutions Nokia and Technicolor Announces a Virtual Reality Partnership Samsung Announces VR Partnerships with UFC, X Games and Live Nation Google Partners with HTC and Lenovo for VR Headsets Qualcomm Collaborates with Google to Develop VR Headset Nokia Announces VR Technology Agreement with The Walt Disney Studios
5. GLOBAL MARKET PERSPECTIVE
6. REGIONAL MARKET PERSPECTIVE
6.1 The United States
6.2 Canada
6.3 Japan
6.4 Europe 6.4.1 France 6.4.2 Germany 6.4.3 Italy 6.4.4 United Kingdom 6.4.5 Rest of Europe
6.5 Asia-Pacific
6.6 Rest of World
7. COMPANY PROFILES
Total Companies Profiled:126 (including Divisions/Subsidiaries - 131)
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Related Topics: Virtual and Augmented Reality
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